diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 6d69454c..a6788093 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -7121,14 +7121,14 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier) UINT8 aimLevels = 4; OBJECTTYPE obj = pSoldier->inv[pSoldier->ubAttackingHand]; - if ( IsScoped( &obj ) ) + if ( ( Weapon[obj.usItem].ubWeaponType == GUN_RIFLE || Weapon[obj.usItem].ubWeaponType == GUN_SN_RIFLE ) && IsScoped( &obj ) ) { - if ( GetMinRangeForAimBonus(&obj) >= 60 ) // HACK: Madd: hard coded for now for testing + if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default) { aimLevels += 2; } - if ( GetMinRangeForAimBonus(&obj) >= 90 ) // HACK: Madd: hard coded for now for testing + if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default) { aimLevels += 2; }